Remove obsolete script for Highlord Mograine (not active as boss in Naxxramas)
--HG-- branch : trunk
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@@ -1,179 +0,0 @@
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/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/* ScriptData
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SDName: Boss_Highlord_Mograine
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SD%Complete: 100
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SDComment: SCRIPT OBSOLETE
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SDCategory: Naxxramas
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EndScriptData */
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#include "precompiled.h"
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//All horsemen
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#define SPELL_SHIELDWALL 29061
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#define SPELL_BESERK 26662
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// highlord mograine
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#define SPELL_MARK_OF_MOGRAINE 28834
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#define SPELL_RIGHTEOUS_FIRE 28882 // Applied as a 25% chance on melee hit to proc. me->GetVictim()
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#define SAY_TAUNT1 "Enough prattling. Let them come! We shall grind their bones to dust."
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#define SAY_TAUNT2 "Conserve your anger! Harness your rage! You will all have outlets for your frustration soon enough."
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#define SAY_TAUNT3 "Life is meaningless. It is in death that we are truly tested."
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#define SAY_AGGRO1 "You seek death?"
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#define SAY_AGGRO2 "None shall pass!"
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#define SAY_AGGRO3 "Be still!"
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#define SAY_SLAY1 "You will find no peace in death."
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#define SAY_SLAY2 "The master's will is done."
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#define SAY_SPECIAL "Bow to the might of the Highlord!"
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#define SAY_DEATH "I... am... released! Perhaps it's not too late to - noo! I need... more time..."
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#define SOUND_TAUNT1 8842
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#define SOUND_TAUNT2 8843
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#define SOUND_TAUNT3 8844
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#define SOUND_AGGRO1 8835
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#define SOUND_AGGRO2 8836
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#define SOUND_AGGRO3 8837
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#define SOUND_SLAY1 8839
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#define SOUND_SLAY2 8840
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#define SOUND_SPECIAL 8841
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#define SOUND_DEATH 8838
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#define SPIRIT_OF_MOGRAINE 16775
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struct TRINITY_DLL_DECL boss_highlord_mograineAI : public ScriptedAI
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{
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boss_highlord_mograineAI(Creature *c) : ScriptedAI(c) {}
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uint32 Mark_Timer;
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uint32 RighteousFire_Timer;
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bool ShieldWall1;
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bool ShieldWall2;
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void Reset()
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{
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Mark_Timer = 20000; // First Horsemen Mark is applied at 20 sec.
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RighteousFire_Timer = 2000; // applied approx 1 out of 4 attacks
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ShieldWall1 = true;
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ShieldWall2 = true;
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}
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void InitialYell()
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{
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if (!me->isInCombat())
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{
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switch(rand()%3)
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{
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case 0:
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DoYell(SAY_AGGRO1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,SOUND_AGGRO1);
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break;
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case 1:
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DoYell(SAY_AGGRO2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,SOUND_AGGRO2);
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break;
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case 2:
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DoYell(SAY_AGGRO3,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,SOUND_AGGRO3);
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break;
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}
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}
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}
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void KilledUnit()
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{
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switch(rand()%2)
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{
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case 0:
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DoYell(SAY_SLAY1,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,SOUND_SLAY1);
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break;
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case 1:
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DoYell(SAY_SLAY2,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me,SOUND_SLAY2);
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break;
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}
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}
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void JustDied(Unit* Killer)
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{
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DoYell(SAY_DEATH,LANG_UNIVERSAL,NULL);
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DoPlaySoundToSet(me, SOUND_DEATH);
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}
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void Aggro(Unit *who)
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{
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InitialYell();
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}
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void UpdateAI(const uint32 diff)
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{
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if (!UpdateVictim())
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return;
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// Mark of Mograine
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if (Mark_Timer < diff)
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{
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DoCast(me->getVictim(),SPELL_MARK_OF_MOGRAINE);
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Mark_Timer = 12000;
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}else Mark_Timer -= diff;
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// Shield Wall - All 4 horsemen will shield wall at 50% hp and 20% hp for 20 seconds
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if (ShieldWall1 && (me->GetHealth()*100 / me->GetMaxHealth()) < 50)
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{
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if (ShieldWall1)
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{
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DoCast(me,SPELL_SHIELDWALL);
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ShieldWall1 = false;
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}
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}
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if (ShieldWall2 && (me->GetHealth()*100 / me->GetMaxHealth()) < 20)
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{
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if (ShieldWall2)
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{
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DoCast(me,SPELL_SHIELDWALL);
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ShieldWall2 = false;
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}
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}
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// Righteous Fire
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if (RighteousFire_Timer < diff)
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{
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if (rand()%4 == 1) // 1/4
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{
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DoCast(me->getVictim(),SPELL_RIGHTEOUS_FIRE);
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}
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RighteousFire_Timer = 2000;
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}else RighteousFire_Timer -= diff;
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DoMeleeAttackIfReady();
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}
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};
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CreatureAI* GetAI_boss_highlord_mograine(Creature* pCreature)
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{
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return new boss_highlord_mograineAI (pCreature);
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}
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void AddSC_boss_highlord_mograine()
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{
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Script *newscript;
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newscript = new Script;
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newscript->Name="boss_highlord_mograine";
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newscript->GetAI = &GetAI_boss_highlord_mograine;
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newscript->RegisterSelf();
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}
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